AU2006208041A1 - Attention economy for attention to messages, tasks and resources - Google Patents

Attention economy for attention to messages, tasks and resources Download PDF

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AU2006208041A1
AU2006208041A1 AU2006208041A AU2006208041A AU2006208041A1 AU 2006208041 A1 AU2006208041 A1 AU 2006208041A1 AU 2006208041 A AU2006208041 A AU 2006208041A AU 2006208041 A AU2006208041 A AU 2006208041A AU 2006208041 A1 AU2006208041 A1 AU 2006208041A1
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Australia
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message
recipient
currency
receiving
attention
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AU2006208041B2 (en
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David Abecassis
Helen Cheng
Mark Phillips
Leighton Read
Byron Reeves
Simon Roy
Daniel Rubin
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Seriosity Inc
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Seriosity Inc
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q10/00Administration; Management
    • G06Q10/10Office automation; Time management
    • G06Q10/107Computer-aided management of electronic mailing [e-mailing]
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q40/00Finance; Insurance; Tax strategies; Processing of corporate or income taxes
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q40/00Finance; Insurance; Tax strategies; Processing of corporate or income taxes
    • G06Q40/12Accounting

Description

WO 2006/081387 PCT/US2006/002870 ATTENTION ECONOMY FOR ATTENTION TO MESSAGES, TASKS AND RESOURCES 5 10 Cross-Reference to Related Application [0001] This patent application claims priority from the following provisional patent applications, the disclosures of which are incorporated herein by reference: " U.S. Provisional Patent Application No. 60/647,161, filed January 25, 15 2005, for "Real-World Tasks in a Game Environment" (attorney docket number 9962); " U.S. Provisional Patent Application No. 60/705,726, filed August 3, 2005, for "Attention Economy" (attorney docket number 10584); and e U.S. Provisional Patent Application No. 60/752,438, filed December 20 20, 2005, for "Attention Economy for Attention to Messages, Tasks and Resources Within and Between Communities of Interest" (attor ney docket number 11142). Background [0002] In the modern enterprise, information workers are inundated with elec 25 tronic information, much of which is unnecessary and undesired. This information overload occurs because sending electronic information, usually through e-mail, has little cost. In general, each individual in the enterprise acts in his or her own interest when presented with a public good or resource, a phenomenon known in econon-c terms as "the Tragedy of the Commons." The cumulative effect of each person acting WO 2006/081387 PCT/US2006/002870 in their individual interest is that the common resource becomes overused and loses value to the community, as is the case of an overgrazed common pasture. Thus, work ers see the e-mail system as very low cost way of getting other's attention, regardless of the significance of their communication to others. As a result, most workers receive 5 excessive amounts of e-mail from their coworkers (and from others), informing them of perhaps trivial developments. The attention of an organization's employees is a vital resource that has suffered from overuse due to the essentially unlimited availability of electronic mail. In addition to the problem of commercial spam, many information workers are overwhelmed by the volume of corporate spam: messages from within 10 their own organization. [0003] A system that allows a sender to signal the importance of an e-mail to the recipient is desired. Current systems do not address the Commons problem because the signals that are available (e.g., priority flags) do not impose a cost on the sender, and so the weight of their signal loses impact over time. In other words, the state of 15 being flagged as a priority in current systems also carries little information to the re cipient because it imposes no cost on the creator. Filters and intelligent agents have been proposed to deal with email overload but require a high level of user mainte nance and cannot take into consideration the psychology of interpersonal relationships. [0004] Resources other than an individual's attention within an organization are 20 allocated by various mechanisms, many of which fail to operate efficiently. Important projects requiring use of a limited resource may wait in line behind low-priority ones because there is often no queuing mechanism other than first-come-first-serve, or based on other management policies. There is a need for a system that instantiates a more effective allocation mechanism based on the objective function of the organiza 25 tion. In short, a system that allows an individual to make demands on organization resources appropriate to his or her estimation of the possible gains for the organization would allow for increased efficiency and progress toward organization goals. [0005] What is needed, therefore, is a system and method that allows or forces a sender of a message to reliably indicate the priority level of a message. The intended 2 WO 2006/081387 PCT/US2006/002870 recipient can use these Value-Iaden signals to then determine how much attention to devote to the message. Summary of the Invention [0006] According to the techniques of one embodiment, a centrally tracked arti 5 ficial currency is provided within the context of an enterprise. This currency serves as a unit of account, medium of exchange, and store of value in a corporate "attention economy." Alternatively, a currency can be used to measure, exchange, and reward behavior and other attributes of action in an enterprise. Users (typically coworkers) in the enterprise are allocated, by some method, a number of currency units (also referred 10 to herein as "Serios"), which they can earn, exchange, and spend in a variety of ways to signal importance and "purchase" attention of others, or priority for other organization resources. For example, senders of email messages (or other types of message) can al locate a number of currency units to their messages. Recipients can decide whether or not to look at messages based, at least in part, on the number of currency units allo 15 cated to the messages. Recipients can even configure their email clients to filter out messages that have fewer than a designated number of currency units. [0007] In one embodiment of the invention, currency allowance and exchange is processed through a central bookkeeping server that keeps track of all transactions and balances of individual workers. The currency can also be used by individuals to pur 20 chase, bid for, or use desired resources and assets within the organization, including, for example, the attention or time of other individuals, data, services, tools, and space. The currency can also be used when individuals interact with a computer or programs running on the computer or as part of the information exchanged between many com puters even when an individual is not involved 25 [0008] In one embodiment, the mechanisms through which currency is earned and spent can be carefully observed and engineered to drive desired behavior. In this embodiment, a system that creates liquidity of assets and currency allows for emergent behaviors to arise, which may ultimately benefit the organization when the organiza tion's performance management systems have aligned individual with organizational 30 objective functions. In this fashion, currency exchange becomes a voting mechanism 3 WO 2006/081387 PCT/US2006/002870 bf vhich individuals indicate relative value of the organization's resources, reflected in the resulting price, in that currency, of goods and services. Those skilled in the art will recognize that this invention can be used with filters and agent-based systems for managing electronic communication. 5 [0009] The present invention thus provides the following advantages: " Gives message senders a way to attach value to a message where a cost is imposed on the sender; e Gives message recipients a way to sort and/or filter messages based on value attached by senders; 10 9 Gives users (and administrators) a way to view their balance and the flow of value received and sent. e Establishes a currency to support markets for corporate and other re sources [0010] The features and advantages described in this summary and the follow 15 ing detailed description are not all-inclusive. Many additional features and advantages will be apparent to one of ordinary skill in the art in view of the drawings and specifi cation hereof. Brief Description of the Drawings [0011] The accompanying drawings illustrate several embodiments of the inven 20 tion and, together with the description, serve to explain the principles of the invention. [0012] Fig. 1 is a screen shot depicting an example of a user interface for an e mail client according to one embodiment of the present invention. [0013] Fig. 2 is a screen shot depicting an example of a user interface element for specifying a number of currency units to be allocated for an e-mail message. 25 [0014] Fig. 3 is a screen shot depicting a drop-down menu for specifying a num ber of currency units to be allocated for an e-mail message. [0015] Fig. 4 is a block diagram depicting a system architecture and message trace according to one embodiment of the present invention. [0016] Fig. 5 is a block diagram depicting message flow architecture according 30 to one embodiment of the present invention. 4 WO 2006/081387 PCT/US2006/002870 [001-7] Fi". 6"i a screen slot depicting an example of a composition window for an e-mail client user interface according to one embodiment of the present invention. [0018] Fig. 7 is a screen shot depicting an example of an alternative user inter face element for specifying a number of currency units to be allocated for an e-mail 5 message. [0019] Fig. 8 is a screen shot depicting an example of a user interface for present ing account information for a single user according to one embodiment of the present invention. [0020] Fig. 9 is a screen shot depicting an example of a user interface including a 20 representation of a minimized application for managing currency units. [0021] Fig. 10 is a screen shot depicting an example of a graphical representation of communication and behavior patterns based on currency exchange data, according to one embodiment. [0022] Fig. 11 is a screen shot depicting an example of a dialog box indicating 25 that a sender does not have enough currency units to perform a requested transaction. [0023] Fig. 12 is a screen shot depicting an example of a display showing the number of currency units allocated to each recipient of a message. [0024] Fig. 13 is a screen shot depicting an example of a dialog box indicating a total number of currency units to be charged for a message to a group of recipients. 20 [0025] Fig. 14 is a screen shot depicting an example of an alert box showing real time receipt of currency units. [0026] Fig. 15 is a screen shot depicting an example of an email message includ ing an indication of a number of currency units associated with the message. [0027] Fig. 16 is a screen shot depicting an example of a list of email messages in 25 an inbox, sorted by ascending currency units. [0028] Fig. 17 is a screen shot depicting an example of a menu for accessing functions of a desktop application for managing currency units. [0029] Fig. 18 is a block diagram depicting functional units within a system ar chitecture for implementing real-world tasks in a game environment according to one 30 embodiment. 5 WO 2006/081387 PCT/US2006/002870 [0030] Fig. 19 is a diagram depicting the various visual components associated with an implementation of real-world tasks in a game environment according to one embodiment. [0031] Fig. 20 is an example of a system architecture for implementing real 5 world tasks in a game environment according to one embodiment. [0032] One skilled in the art will recognize that these Figures are merely exam ples of the operation of the invention according to various embodiments, and that other architectures and modes of operation can be used without departing from the es 20 sential characteristics of the invention. Detailed Description of Embodiments [0033] For purposes of the description provided herein, the term "Serios" is used interchangeably with "currency units." For illustrative purposes, the following description sets forth the invention in terms of an attention economy currency; how 15 ever, one skilled in the art will recognize that the present invention can be practiced with other types of currency, other media of exchange, and/or tangible or non-tangible representations of value to an individual in an organization. For illustrative purposes, the following description sets forth the invention in terms of an information worker in a corporate environment; however, the invention can be used in connection with indi 20 viduals in other environments communicating over any medium. Software System [0034] In one embodiment, the present invention is implemented as a software based system that has the following attributes and features: e Participation is by invitation from one individual to another and may be volun 25 tary. e The invitation offers a downloadable plug-in for email clients that facilitates sending, receiving and keeping track of currency units. e A bookkeeper establishes and maintains a collection of user accounts and facili tates transactions between them. 6 WO 2006/081387 PCT/US2006/002870 e Users may earn rewards and reputation through individual or collaborative team tasks, and/or valuable exchange of currency units. * Users may view higher order metadata analysis of their transactions. [0035] The email client plug-in has the following features: 5 o Permits easy attachment of currency units during outgoing message composition via a user interface, as described below. o Transmits currency exchange data to the bookkeeper, as described below. o Displays the number of currency units attached to incoming mail in a field that can be used to sort and/or filter items in the inbox, as described 10 below. o Displays the user's current currency unit balance from the bookkeeper server, as described below. [0036] As described in more detail below, the bookkeeper has the following fea tures: 15 o Ability to securely authenticate, record, and store new user account and registration information. o Secure communication to receive information on currency exchanges among participants. o Secure website for participants to view their income statement and bal 20 ance of trade with others in currency units. [0037] Presentation of metadata on the currency units and exchanges, including analytics and graphical presentation of social metrics and econometrics that character ize the attention economy at the enterprise.Referring now to Fig. 4, there is shown a block diagram depicting a system architecture and message trace for implementing the 25 present invention according to one embodiment. Sender 401 interacts with e-mail cli ent 403 to send an e-mail message (or other type of message), addressed to recipient 402. E-mail server 405 handles the processing of e-mail messages and routes the mes sage to e-mail client 404 associated with recipient 402. Bookkeeper 406 and repository 408 are used for managing the attention economy currency and transactions, as will be 30 described in more detail below. 7 WO 2006/081387 PCT/US2006/002870 [0038] According to one embodiment of the present invention, currency is used as a means to value an electronic message's importance; a sender 401 determines how much he or she wishes to spend in an effort to purchase the recipient's 402 attention. Senders 401 of messages (such as e-mail, Instant Messages, SMS Text, or the like) can 5 choose to attach these currency units to a message as an indicator of the message's rela tive importance. The number of currency units a sender 401 can attach is constrained by the number in his or her account and by sender's 401 desire to pay for others' atten tion to a particular message. Sender 401 may specify the number of units to be spent via any user interface mechanism, including for example drop-down menus, text input 10 boxes, or other convenient means. For messages having multiple recipients 402, a dif ferent number of units can be allotted to each recipient 402, if desired. In one embodi ment, a transfer is made of that number of units from sender's 401 account to each re cipient's 402 account. The transfer can take place in response to any trigger event con cerning the message, including for example: 15 0 when sender 401 sends the message; e when recipient 402 receives the message; e when recipient 402 reads the message; e when recipient 402 acknowledges the message; and/or e when recipient 402 performs some task associated with the message. 20 [0039] One skilled in the art will recognize that other trigger events can also be used. [0040] In one embodiment, different amounts of currency can be specified for different trigger events. For example, one unit can be transferred upon sending, and another three units can be transferred when recipient 402 reads the message. Sender 25 401 of the message can specify the trigger events and the number of units for each trig ger event. [0041] In one embodiment, currency is transferred to central repository 408, or removed from circulation altogether, rather than being transferred to recipient 402. In yet another embodiment, some portion of the currency is transferred to central reposi 30 tory 408, or removed from circulation altogether, and the remaining amount is trans 8 WO 2006/081387 PCT/US2006/002870 ferred to recipient 402. In this latter embodiment, the amount that is not transferred to recipient 402 can be referred to as a tax or a toll. Currency can be unified across or ganizations, if desired, so that one organization recognizes the currency and transac tions managed by a bookkeeper of another organization. 5 [0042] In one embodiment, transfers are made by bookkeeper 406, which func tions as an intermediate administrator. In one embodiment, bookkeeper 406 is imple mented as a collection of computer executable modules, executing on e-mail server 405 or on another server (not shown). Bookkeeper 406 manages transactions of currency from one user to another (i.e. between sender 401 and receiver 402), as well as with re 10 pository 408. Upon receiving a message, recipient 402 can see sender's 401 assessment of the message's significance in terms of the number of units of currency attached to the message, as well as the units credited to his or her own account. The attached cur rency units will be transferred to recipient 402, whether recipient 402 decides to read the message or not. In another embodiment, the recipient 402 may not receive the cur 15 rency until they open the email or act on some other trigger event. [0043] Sender 401 will understand that a given recipient 402 will evaluate the importance of his or her message on several factors in addition to the number of units attached, including but not limited to sender's 401 name, subject, other recipients 402, and title of any attachments. 20 [0044] In one embodiment, bookkeeper 406 disburses currency to users, and is the mechanism through which transactions occur. Bookkeeper 406 is also capable of performing or assisting with statistical analysis based on transaction information and making this information visible to users. Bookkeeper 406 is adapted to disburse cur rency to users on any periodic (e.g., weekly) or event-driven basis. 25 [0045] Recipients 402 may also reply to messages with currency attached, where recipient 402 is using some portion of their currency balance to signal sender 401 the value recipient 402 placed on the original message or to convey appreciation or re ward. If desired, a default number of currency units can be allocated to a reply (as specified in the user's preferences), although recipient 402 can modify this amount as 3o desired for a particular reply. Used in this way, the system could deliver quantitative 9 WO 2006/081387 PCT/US2006/002870 feedback to the originator and information to the community on the usefulness of communication between individuals. [0046] When an e-mail is forwarded to other recipients, currency units can be allocated in the same way as a new message. 5 [0047] Currency is used as a signal of value understood by both sender 401 and recipient 402, where value is an indicator of importance, credibility, and priority. Re cipient 402 can judge the message's value based on sender's 401 expenditure of a lim ited resource. Recipient 402 is able to compare the relative importance of various mes sages based on these criteria. io [0048] One way the value of currency units can be established is by allowing in dividuals to communicate "private treaty transactions" to bookkeeper 406 in which the units are exchanged for goods and service other than attention to messages. For exam ple, using Serios, a manufacturing manager may "bid for" or "purchase" a serial posi tion in any queue related to a scarce resource, such as time on a testing machine. Al 15 ternatively, the corporation may offer a perquisite, such as a preferred parking spot or time with the boss, for a number of currency units. Prizes can be auctioned or sold for currency units by supervisors, team leaders, or anyone in the organization to establish value for the currency or take units of currency out of the system. Currency exchange between individuals may emerge as a result of using this system. Financial services 20 such as banking, currency exchange, lending, insurance, and futures markets may be facilitated by bookkeeper 406. [0049] The invention is described herein, for illustrative purposes only, as an e mail and/or desktop application that has or facilitates client-server interaction. A cen tral or distributed server communicates with a desktop application that facilitates ac 25 counting when clients 403,404 exchange electronic mail. In another embodiment, the architecture is based on peer-to-peer communication, rather than relying upon a cen tral server. In another embodiment, a plug-in or add-on could be embedded within e mail clients 403, 404 themselves rather than existing as an independent piece of soft ware. 10 WO 2006/081387 PCT/US2006/002870 [0050] One skilled in the art will recognize that the present invention can also be implemented in connection with other communication media, including but not lim ited to: e-mail; instant messaging; telephone/voice; voice mail; voice transmitted over the Internet; paper correspondence; fax; telegraph; via mobile devices like mobile 5 phones and personal data assistants; web-based mail; forums and message boards; internet relay chat; real time website-enabled chat; online shopping portals; to pur chase, bid for, or give feedback regarding website resources and content; as a compo nent in a platform or browser system; publishing systems such as wikis and blogs; in virtual worlds or environments; in games, including but not limited to electronic 10 games, board games, and live action games; in face-to-face meetings via tokens or in formal records, and the like, or any combination thereof. Architecture Messaging Client 403, 404 [0051] In one embodiment, client 403,404 is an email software client pro 15 grammed with particular features that facilitate implementation of the present inven tion or may be an already existing e-mail client product such as Microsoft Outlook, Lo tus Notes, Netmail, Eudora Pro, or Mozilla Thunderbird with customized add-ons that help provide the functions described herein. Client 403, 404 may be a software process other than an email system, such as a collaboration environment, group shareware, 20 and enterprise software, including for example enterprise resource planning (ERP) software, customer relationship management (CRM) software, interactive voice re sponse (IVR) systems, and workflow management systems. Client 403, 404 may be a standalone application that performs standard message sending and receiving func tions, which interfaces with a separate desktop application that bridges communication 25 between client 403, 404 and bookkeeper 406 server. At the most basic level, client 403, 404 remains a tool for users to check and send electronic messages. It can include any of the following features, or it can communicate with a separate application that per forms the following tasks: organizational features for scheduling, task-keeping, calen dars, address books, contact lists, groupware, group collaboration tools, features to ac 30 commodate the receiving and display of news items, and organization and display fea 11 WO 2006/081387 PCT/US2006/002870 tures for media such as photographs, digital images, video, audio, and web pages. In addition, it may have additional features to accommodate web logs ("blogs") or jour nals, RSS feeds, character, avatar, or profile information, a bank account summary, text-based chat, voice over IP, corporate tasks and projects, markets, milestones, maps, 5 search, language tools, news, audio, video, digital media, navigation tools, two dimensional or three-dimensional graphical user interfaces and/or worlds, where the world is a computer-simulated environment in which users may interact with others, explore, socialize, achieve, compete, and perform tasks. Additional customizable add ons or programmable modules to the message client can be swapped or installed. In 10 one embodiment, this invention operates in a web-enabled environment where mes sages and currency transactions are initiated and recognized via a web browser or other thin client. [0052] Client 403, 404 may be web-based, and will assume the same generic functionality as a software client 403, 404 counterpart even though implementation de 15 tails may differ. [0053] In one embodiment, client 403, 404 is able to communicate directly with bookkeeper 406 and access the user's account summary, which can display his or her currency balance and income statement. In another embodiment, client 403, 404 can communicate with a separate desktop application that mediates transactions between 20 client 403, 404 and bookkeeper 406. In any case, currency that is spent or received can be immediately updated in real time to reflect an accurate account statement. It is also possible for users to access and view, in real time, lists of people who have credited currency units to themselves or others. [0054] In one embodiment, a user can have more than one account. For exam 25 ple, he or she can have a different account for each of his or her email addresses or other handles for communication means. [0055] As is well known in the art of message client software, users are able to sort and organize their messages based on several fields. In the case of email, these in clude the date received, sender 401 name, message subject, and priority flags, for ex 30 ample. Users are able to select which fields are visible, in what order they appear, and 12 WO 2006/081387 PCT/US2006/002870 how messages are sorted based on those fields. According to one embodiment of the invention, an additional field is provided in the user interface presentation of an e-mail inbox (and in the user interface presentation of individual e-mail messages) that dis plays the number of currency units attached to a particular message. 5 [0056] Referring now to Fig. 1, there is shown an example of the user interface 100 for such a Client 403, 404. The user interface 100 here illustrates the e-mail inbox. Columns are illustrated indicating sender 101, subject 102, received timestamp 103, and "Serios" 104 (In this figure and others, the units of currency are called "Serios", though any other name may be used as well.) The "Serios" column 104 indicates the number of 10 currency units attached to the message. As with other fields, users can sort their mes sages by the number of units. Unlike other fields (e.g., priority), this value represents a valuation made by sender 401 on the importance of the message: a value that carries with it a correspondent cost to sender 401 and benefit to recipient 402. In the upper right hand corner is displayed the user's current currency balance 105, again in Serios. 15 [0057] Referring also to Fig. 16, there is shown an example of user interface 100 wherein messages are sorted according to the number of currency units 104 attached to each message. One skilled in the art will recognize that user interface 100 can also filter messages according to the number of currency units, so that messages having fewer than some specified amount are not shown, or are moved to a different folder or win 20 dow. [0058] Referring now to Figs. 2 and 3, there are shown screen shots depicting an example of an email composition window 200 including a mechanism, such as a drop down menu or text input box, for specifying the number of currency units to be as signed to an email message. In Fig. 2, next to each recipient name 201 is a drop down 25 menu element 202, which appears in the figure as a small triangle. Clicking on menu element 202 causes drop-down menu 301 to appear, as shown in Fig. 3. Drop-down menu 301 enables sender 401 to specify the number of currency units to be provided to the specific recipient 402 by selecting among the various values shown in menu 301. In one embodiment a text input box 302 also appears, allowing sender 401 to type in a 30 value rather than selecting one from menu 301. Thus, sender 401 can differentially 13 WO 2006/081387 PCT/US2006/002870 price the message according to recipient 402, paying a higher price in a bid for the at tention of particular individuals (e.g., the CEO). Client 403, 404 performs necessary credit checks, through means of communication with bookkeeper 406, to ensure ade quate funds exist for sender 401 to attach a requested number of units. If sender 401 5 attempts to allocate more currency units than are available, an error message is dis played. Referring also to Fig. 11, there is shown an example of a dialog box 1101 show ing an error message 1102 indicating that sender 401 has attempted to allocate more currency units than are available. [0059] In one embodiment, for e-mails with multiple recipients, a menu element 10 202 appears for each recipient 402. Sender 401 can thereby specify a number of cur rency units for each recipient 402. If currency units are added to the last recipient 402 on the list, the designated amount is used for all recipients 402. Referring also to Fig. 12, there is shown an example of an email message composition window 200 wherein different numbers of currency units 1202 are shown alongside different recipient 15 names 201. [0060] For mailing lists, a single currency unit allocation can be specified. This currency unit allocation is then used for each member of the list. In one embodiment, a calculation is performed to determine the total number of currency units, and sender 401 is given an opportunity to confirm that he or she is willing to expend the total as 20 shown. Referring also to Fig. 13, there is shown an example of an email message com position window 200 wherein a sender 401 has indicated a mailing list 1303 as recipi ent. Dialog box 1301 includes a message 1302 informing sender 401 of the total number of currency units that will be charged. Sender 401 can click on OK button 1304 to pro ceed, or Cancel button 1305 to cancel. 25 [0061] In one embodiment, once currency units are allocated for recipients 402, the number of currency units allocated is displayed in parenthesis next to each recipi ent's 402 name or e-mail address. [0062] Referring now to Fig. 6, there is shown an alternative example of a com position window 600 in which toolbar buttons 601, 602, 603 are provided for adding 14 WO 2006/081387 PCT/US2006/002870 currency units to a message, determining the assigned number of currency units, and checking sender's 401 account balance, respectively. [0063] Referring now to Fig. 7, there an example of an alternative user interface element 700 for specifying a number of currency units to be allocated for an e-mail 5 message. Here, the user can see and/or specify addressees for an e-mail message, in cluding "To" addressees 701, "cc" addressees 702, and "bcc" addressees 703. In each section, the user can see and/or specify the addressee's name 704 and email address 705, and can see and/or specify the number of currency units 706 to be allocated for each addressee. 20 [0064] In one embodiment, whenever an individual receives currency units (for example, by having received or read a message that has currency units attached), the recipient of the currency units is alerted as to the transaction. For example, an alert box may appear on the individual's screen, stating "John Smith has sent you 20 Serios". Referring also to Fig. 14, there is shown an example of user interface 100 including alert 15 message 1401 informing recipient 402 that he has received Serios. In one embodiment, individuals can configure their systems so as to specify whether and how to receive such alerts. [0065] In one embodiment, when recipient 402 opens or views an e-mail mes sage that includes currency units, the number of currency units is displayed in or 20 alongside the window containing the e-mail message. Referring also to Fig. 15, there is shown an e-mail message display window 1500 including an indication of the number of currency units 1501 allocated to the e-mail message. [0066] Referring again to Fig. 4, there is shown a message trace for the process of sending a message from a sender 401 to a recipient 402 in one embodiment. When 25 sender 401 indicates that an email message is to be sent, e-mail client 403 sends the ap propriate information to e-mail Server 405 (arrow #1). In one embodiment, one copy of the electronic message containing a set of information is forwarded by e-mail server 405 to bookkeeper 406 (arrow #2) while the original is forwarded to the e-mail client 404 of recipient 402 (arrow #3). The copy of the message sent to bookkeeper 406 may 30 or may not include the content or body or subject line of the e-mail message (e.g., it 15 WO 2006/081387 PCT/US2006/002870 may be a header only). In one embodiment, only the requisite information for Book keeper 406 functions is sent to bookkeeper 406: namely, the number of currency units being exchanged, and the source and destination of the currency units, and optionally security information, such as hash, signature, or other authentication token. Commu 5 nications may take place over a secure data channel, and/or the message body or other e-mail data may be encrypted, to facilitate transfer for bookkeeper 406 functions while protecting privacy. The transaction data is sent to repository 408 by bookkeeper 406 (arrow #4), where the account information for all parties is updated in the database, and sent back to bookkeeper 406 (arrow #5). Bookkeeper 406 routes a message to the 10 e-mail client 403 of sender 401 (arrow #6) and to the e-mail client 404 of recipient 402 (arrow #7). The account information for each party is updated within their respective clients 403, 404. These additional messages may be displayed or they may be hidden from the users. Desktop Application 15 [0067] In one embodiment, a desktop software application can exist to facilitate communication between clients 403, 404 and bookkeeper 406. The desktop application can be downloaded and installed separately from clients 403, 404, or it can be bundled with clients 403, 404. Its core functionality is to serve as a bridge between any client application 403, 404 (including such things as, but not limited to, e-mail clients, instant 20 messaging clients, voice over IP software, collaboration software, telephone) and bookkeeper 406. For illustrative purposes, the desktop application is described herein as it would interface with an existing messaging or publishing client 403, 404 such as Microsoft Outlook, LotusNotes, Netmail, Thunderbird, wiki, website, etc. and the like. It is also possible that the desktop application can communicate directly with other 25 desktop applications running on another user's machine. In one embodiment, the desktop application may send information about currency units associated with a par ticular message and it may also collect and forward information regarding messages sent without currency and other information about messaging behavior such as re sponse time to reply. Any of the functionality of the desktop application can alterna 30 tively be provided by a server on a website, with the desktop application providing ac 16 WO 2006/081387 PCT/US2006/002870 cess to the website server. Alternatively, the desktop functionality can be provided by software on a PDA or other computing device. The desktop application can be set to automatically launch when a user opens his or her e-mail client 403, 404 or associated clients. 5 [0068] Fig. 5 illustrates an embodiment of message flow for a desktop-based im plementation. Each numbered item in this description corresponds with the number labeled in Fig. 5: [0069] 1. The E-mail client 403 sends an e-mail message to e-mail server 405. An appropriate number of currency units are associated with the e-mail message. 10 [0070] 2. The E-mail client 403 notifies separate desktop application 503A run ning at sender's 401 machine of the number of currency units (Serios) to be increased or decreased, and to whom the currency is to be delivered. Desktop application 503A keeps a local copy of the total currency balance for the user. [0071] 3. Desktop application 503A sends an encrypted message to bookkeeper 15 406 instructing bookkeeper 406 to update repository 408 accordingly. [0072] 4. Bookkeeper 406 keeps the message in a queue waiting for a corre sponding message to arrive from recipient's 402 desktop application 503B. [0073] 5. When both messages have arrived, bookkeeper 406 updates repository 408 for sender 401 and recipient 402. This includes adding SENT and RECEIVED re 20 cords, updating the number of currency units for sender 401 and recipient 402, and de leting the pending transaction. In an alternative embodiment, only one of the two messages is needed before an update proceeds. [0074] 6. Bookkeeper 406 retrieves the new total number of currency units for each user from repository 408 and sends an encrypted message via an e-mail protocol 25 or other message type to the recipients' 402 desktop application 503B. Bookkeeper 406 may communicate via messages with each of the desktop applications 503A, B as needed to maintain accuracy and/or synchronization. When selected by the user, us ers may see an optional pop-up box that notifies them of a change in their account bal ance. 17 WO 2006/081387 PCT/US2006/002870 [0075] 7. When the next e-mail is created by sender 401, client 403 checks desk top application 503A to make sure there are enough currency units available to per form the selected transfer. [0076] This embodiment can be built such that other users may utilize applica 5 tion programming interface (APIs) and software development kits (SDKs) to develop additional software modifications on top of desktop applications 503A, 503B to en hance the user experience, skill set, or performance. As a primary feature of the inven tion, a platform of tools and code will give other users the building blocks on which to program their own add-ons, analysis tools, and integration pieces to enable currency 10 exchange on applications. These modifications could include simple alterations, such as a way to change the client's user interface via a "skin," or something more complex, such as integration of attention economy currency with an external auction market like eBay. E-nail Server 15 [0077] In one embodiment, e-mail server 405 is implemented using a common e mail server product such as Microsoft Exchange or Lotus Domino. It has the capability to deal with different e-mail protocols, such as POP and IMAP, for example. E-mail server 405 may reside within the organization's firewall or be located externally but still be able to communicate effectively for performing requisite tasks. If server 405 is 20 located outside the organization's internal network, special measures can be taken to protect the content of organization-specific e-mail to ensure compliance with security standards. In order to facilitate communication with or independent of email server products, the invention provides for assignment of currency and its recognition via web-based interfaces such as webmail. 25 [0078] In one embodiment, desktop applications 503A, 503B can also provide information regarding users' currency accounts. Referring now to Fig. 8, there is shown a screen shot illustrating an example of a display showing such information. This user interface includes account information for a particular individual, including (but not limited to) currency exchange, balances, analysis of currency trades (amount sent and so received "today," over a partial or set period of time, and "lifetime"), and personal in 18 WO 2006/081387 PCT/US2006/002870 formation, as well as deeper analysis of a user's role or behavior based on currency us age (such as pie charts 801). [0079] Additional information and reports can also be provided. For example, Fig. 10 illustrates an example of a graphical representation 1000 of communication and 5 behavior patterns based on currency, according to one embodiment. [0080] Desktop application 503 can perform such functions as maintaining a lo cal cache of the total currency account balance per user and providing communication with the e-mail client 403,404 to determine how many currency units are available for outgoing e-mail messages. Information in the desktop application can be represented 10 in a variety of textual, graphical, and interactive ways that ultimately reflect a user's account status or balance, as well as serve as a communication hub between the user and other members using the invention. [0081] Desktop application 503 can be accessed, for example via the Windows taskbar or system tray for Windows operating system users. Referring now to Fig. 9, 15 there is shown an example of minimized icon 900 for the desktop application 503, as may be displayed on a screen in the Microsoft Windows operating system. Referring also to Fig. 17, there is shown an example of menu 1701 that appears when the user clicks on minimized icon 900. Menu 1701 provides access to various functions and commands associated with desktop application 503. 20 Bookkeeper 406 [0082] In one embodiment, bookkeeper 406 is implemented as a server for han dling currency transactions. Accordingly, bookkeeper 406 updates repository 408 in accordance with e-mails it receives from users' e-mail clients 403. It extracts the rele vant information from incoming e-mail messages, including who sent how many units 25 to whom, and at what time, and the like. It records this information in repository 408. In one embodiment, repository 408 is implemented as a database containing transac tions and balances. In one embodiment, bookkeeper 406 also updates and maintains a web-accessible version of repository 408, which allows users to access their balances, transaction histories, and view data on other users' activities. From here, a user can 30 compare his or her own activities to others, or he/she can look up information about 19 WO 2006/081387 PCT/US2006/002870 an individual, a team, or a project of interest. In this capacity, bookkeeper 406, or a separate application using data collected by bookkeeper 406, performs certain analyses on the data it collects, and makes the results of those analyses available to users. Some of these data analyses can include account balance summaries, number of messages 5 sent and received (volume), number of messages sent between specific individuals or groups (balance of trade), the number of messages without currency attached sent over a period of time, the highest amount of units given to or received from a certain indi vidual, etc. [0083] In one embodiment, bookkeeper 406 includes administration functions 1o that allow the authentication, registration, modification, and deletion of users. In one embodiment, bookkeeper's 406 responsibilities regarding the addition of a user con sists of creating a new entry in the repository, updating it to include currency given to new users (if any), and sending out an invitation e-mail to that user. Deleting a user consists of a notification or confirmation e-mail being sent, as well as making the nec 15 essary changes to repository 408. [0084] In one embodiment related to the registration and creation of user ac counts, it is possible for users to associate one or more messaging accounts with one or more currency accounts, where each currency account can be used for different pur poses with features toggled on or off, and can be accessed via different media. For ex 20 ample, a person could create an Account A that allows currency exchange via devices like instant messenger, voice over IP, and on a mobile phone, while Account B is only enabled to exchange currency over email and webmail clients. [0085] Bookkeeper 406 may reside within an organization's firewall or be lo cated externally, but still be able to communicate effectively for performing requisite 25 tasks. Bookkeeper 406 may communicate directly with desktop applications 503A, 503B to facilitate information transactions between the clients 403, 404 and bookkeeper 406, or bookkeeper 406 may communicate directly with clients 403, 404. Repository [0086] In one embodiment, repository 408 is a database that contains records of 3o all users, and their transactions within the system. It includes user information, such 20 WO 2006/081387 PCT/US2006/002870 as name, e-mail, and account number, as well as information about each transaction that has occurred in the system. Bookkeeper 406 has access to repository 408 so that it can process user transactions. As above, various embodiments provide for an interface that allows users to view information stored in repository 408. In one embodiment, re 5 pository 408 is accessed by a web interface that allows a user to view his or her cur rency balance, transactions, and statistical data aggregated by bookkeeper 406. Op tionally, a user interface is provided to enable a user to see his or her currency balance in relation to and relative standing with others, such as across the entire enterprise, within their department, or with respect to any other corporate designation or organ 10 izational framework. For certain users (e.g., administrators, managers, executives), re porting information such as currency usage patterns (e.g., currency usage by depart ment, team, individual, project, etc.), trends (currency usage over time), and the like are provided using database and statistical reporting tools. Repository 408 may reside within the organization's firewall or be located externally, but still be able to communi 15 cate effectively for performing requisite tasks. Additional Features and Variations [0087] One skilled in the art will recognize that the above description sets forth an exemplary embodiment of the present invention, and that many variations and/or additional features can be provided without departing from the essential characteris 20 tics of the invention. The following features and variations are intended to serve as ex amples for illustrative purposes, and are not intended to limit the scope of the de scribed invention. One skilled in the art will further recognize that any or all of the variations and features discussed herein, and other variations and features, may be implemented either alone or in any combination with one another. 25 Distribution of Currency Units [0088] Allowances of currency can be disbursed equally to all participants in de fined intervals, or the allowances can be proportional to specific criteria, such as the participant's department, job title, rank, seniority, salary, or earned via attendance, in vested time, performance of tasks, service, support, behavior, and the like. For exam 30 ple, only high level managers of a company might initially be given currency units, 21 WO 2006/081387 PCT/US2006/002870 which they can then use to reward subordinates. Alternatively, it is possible for no regular allowances to exist, but rather that all participants are given a set number of units upon initiation of the system (and/or upon joining the organization) and can earn additional units through transactions with others. For example, this could be a 5 currency unit in the closed economy for an enterprise, a community of people, or school. Currency Exchanges within and across Social Groups, Institutions and Enterprise [0089] In one embodiment of the invention, the mechanisms and methods used to support exchange of coworkers within an enterprise are adapted and utilized for the 20 exchange of currency between users in different enterprises, institutions, government agencies, social or political groups, or other communities of interest. In these embodi ments, multiple Bookkeepers may be used to distribute the functionality of maintain ing user balances, distributing and redeeming the currency units. Likewise one or more Central Banks may be used to coordinates the activities of bookkeepers, as well 15 as for account management, and clearinghouse functions for settling large number of currency exchanges between enterprises, for example along the lines of the operations of the Automated Clearing House (ACH) operated by the Federal Reserve, or similar clearinghouse mechanisms (e.g., SWIFT). One Currency vs. Multiple Measures 20 [0090] In one embodiment, users use one common currency for all exchanges within the organization. In another embodiment, multiple measures and/or currencies exist, such as a single currency and additional rating systems. These additional rating systems can be based on a numerical scale, give people ranks or titles, allow peer awarding of non-exchangeable tokens, or be a separate currency. Each measurement 25 can be used to assign value to different resources and performance. For example, it is possible to use one currency to purchase attention, equipment time, and vacation time, while a different rating system is used to rate others on performance, information, value, and to serve as an indicator of feedback. In another embodiment, a separate currency may exist for usage by a particular group of people or for a particular focus. 30 However, this currency may also be traded for attention resources, either directly or by 22 WO 2006/081387 PCT/US2006/002870 exchanging it into Serios. For example, a currency may be created specifically for users of amazon.com, a large online shopping portal. This currency can be earned each time a user accesses or purchases from the site. It may also be used implicitly to purchase attention because they themselves carry value, or they may be traded for Serios via an 5 established exchange rate. Sources, Pools, and Drains [0091] The system of the present invention can lead to various currency sources, pools, and drains that can be manipulated to affect the economy in various ways, such as to curb inflation or promote growth. These can be designed to drive performance 10 and behavior desired by the organization. Sources are the means by which currency units are injected into circulation, and may include a regular allowance or payment for successful completion of a task, project, or activity. Pools describe currency in circula tion, including savings, investments, loans, inventories, rented goods, and the like. Drains are the various means by which currency exits from circulation, and may occur 15 via transactions to obtain benefits provided by the organization. For example an em ployee may spend 100 currency units to purchase lunch with the CEO, or bid in an auc tion for a digital music player , and the currency thus exchanged is removed from cir culation. Taxes levied on exchanges of currency or on balances held can also serve as a drain. 20 Central Bank [0092] In one embodiment, a Central Bank serves as a repository of currency that is removed from circulation. The Central Bank can serve many typical banking functions to stabilize the economy, such as injecting currency into or retracting cur rency from the currency supply. The existence of a Central Bank may also facilitate 25 additional features such as reference interest rates for borrowing. Central Planning and Price Controls vs. Free Market [0093] In one embodiment, increased control is given to the operators of the sys tem so they can guide the direction of the economy. They may offer incentives for cer tain behavior and create blocks or limits or extra cost for behavior they deem undesir 30 able. In an alternate, free market embodiment, a great amount of freedom is given to 23 WO 2006/081387 PCT/US2006/002870 each individual with respect to where he or she can spend currency and what prices he or she will pay. In this system, the interaction between self-interested buyers and sell ers is relied upon to regulate interactions in a way that may be favorable to the organi zation as a whole. 5 Taxes [0094] In one embodiment, additional fees, maintenance costs, or taxes may be imposed to encourage or discourage various behaviors. For example, taxes on "wealth" may be used to discourage hoarding of currency. Taxes or fees may be charged for sending too many low-cost emails in an attempt to discourage e-mail vol 10 ume. Who Keeps Currency [0095] In one embodiment, e-mail recipients 402 keep the currency units that are attached to messages they receive. This enables the recipients 402 to accumulate a bal ance of currency units, and spend it as they see fit. In an alternative embodiment, re 15 cipient 402 does not get credited with those units to his or her account, but rather the units are subtracted from sender 401 and stored in bookkeeper 406, the Central Bank, or some other repository. Recipient 402 may nevertheless choose to return all, some, or even more of those units back to sender 401 from the repository. This design choice allows individuals to send feedback in the currency without attaching a personal cost. 20 Reevaluation of Currency [0096] The described invention provides unprecedented liquidity and transpar ency to interpersonal transactions. One beneficial effect of creating an explicit econ omy for the resources within an organization is that it generates discussion among us ers regarding values and priorities. When the economy is initiated, individuals will try 25 to determine how to act within the new framework. This is a positive effect, since it amounts to a collective assessment and calibration of the organization's assets. In one alternate embodiment, a mechanism is provided by which one or more properties of the system are changed or rotated on a periodic basis to recreate the effects which are typical to the new introduction of the system. 24 WO 2006/081387 PCT/US2006/002870 Filters [0097] In one embodiment, client 403, 404 is adapted to allow users to set filters for specific criteria for handling messages. For example, client 403, 404 enables users to automatically filter out any message (e-mail, instant message, or voice call) where the 5 number of attached currency units is less than an arbitrary number of currency units. Additionally, client 403, 404 can be configured to route and store messages into folders based on their attached currency value (e.g., to route some messages to a "High Value" folder for immediate review), as well as to forward, as to a mobile device or PDA or assistant, delete, or otherwise perform any e-mail based action conditioned upon cur 10 rency value. Task-based Resource Allocation [0098] In one embodiment, currency expenditure can be applied to many re sources within an organization. Units of currency can be earned from others or from bookkeeper 406 or Central Bank by performing desired work tasks and activities. Cur 15 rency can be spent to purchase or use resources such as the attention or time of other individuals, equipment, data, services, and space. For example, currency may be of fered for attendance at meetings, if an individual attends a helpful training class, or if a person passes a qualification test. Earning and spending currency may not be limited to circulation within a single organization, but may tie to outside organizations such as 20 vendors, customers, channel partners and relate to goods, services, information, and content. Reputation and Badges [0099] In one embodiment of the invention, users may be rewarded for currency usage via system attribution, purchase tokens of recognition for others, and purchase 25 tokens for display purposes. These rewards, or badges, are visible, persistent indica tors of achievement and prestige among the community of users. The badges may be automatically awarded or assigned at certain time intervals or by the system after a user achieves some sort of usage milestone. For example, someone who has both sent and received 100,000 Serios over their lifetime may earn the "Grandmaster Badge." In 3o addition, badges may be purchased by individuals to give to other individuals as a re 25 WO 2006/081387 PCT/US2006/002870 ward or feedback indicator. In tiis case, the giver of the badge is also of importance. For example, if the CEO of the company purchases a "Project Leader Badge" for a jun ior associate, it contains a great deal of information to anyone who views it. Finally, certain badges may be for display only, and can be earned or purchased to convey in 5 formation only. For example, an individual may choose to purchase a "Golden Re triever Badge" to display on a personal profile for visual purposes, to express to others that they like dogs, or just for fun. User-Determined Rewards [0100] Users can take advantage of the flexibility of this system to reward cur 10 rency units to others for desired behavior. In particular, users can define currency re ward functions to attach to their messages. These functions provide a varying amount of currency to one or more recipients 402 based on variously defined response or action criteria. For example, users can create incentives to managers, peers, or subordinates for responding to time-sensitive requests by offering a specified currency reward func 15 tion, such that if recipient 402(s) reply within in two hours they receive X units of cur rency, but if they reply within one hour they receive 2X units. Similarly, a sender 401 may choose to reward only the first responder, the best problem solver, or someone with the most useful information with bonus amount of currency. The Bookkeeper 406 administrator can keep track of these currency reward functions and any other private 20 treaty exchanges. Client 403, 404 in this embodiment is adapted to provide a user in terface by which the user can define the currency reward function, e.g., using menus and fields, or via a programmatic interface. User-Created Markets [0101] In one embodiment, the present invention is used for purchasing atten 25 tion in connection with web-based content. Users can create personalized revenue 26 WO 2006/081387 PCT/US2006/002870 driven web pages, blogs, or other content stations that peers and colleagues may ac cess. Individuals may host or provide personally created content, and charge a cur rency fee for access to said content if they desire. In addition, individuals may post tasks or projects and allow other users to bid on opportunities with currency. In this 5 way, individuals may buy and sell goods, services, and information to earn revenue. Visibility and Transparency [0102] In one embodiment, the transactions and balances of all users are made publicly viewable. This data can be used to measure progress and performance, and reflect reputation. Similarly, it can be possible to make only certain transaction and io balance information transparent. In another embodiment, any or all of such informa tion is hidden from users. Worcflow management [0103] In another aspect of the invention, the artificial currency is used as a mechanism to enhance workflow management systems. Typically workflow manage 15 ment systems are used to assign tasks to individuals and groups, and monitor and re port on the execution and status of such tasks. Tasks are typically associated with pri ority values by the system or other users (e.g., managers). An embodiment of the pre sent invention enhances a workflow management system by configuring and adapting the workflow management system to include with a task a number of currency units 20 by which the task is valued for execution. This enables the first user to decide the lev els of incentive appropriate for task completion by another user. Thus, tasks that are considered important by a manager, can be assigned with a significant number of cur rency units. The currency units can be assigned for different levels of task completion (e.g., N currency units for completion of some M percentage or steps of a task or pro 25 ject). The Bookkeeper 406 exports an interface by which the workflow management system can notify it of task completion or status so as the enable bookkeeper 406 to up date users' accounts based on task status and performance. 27 WO 2006/081387 PCT/US2006/002870 [0104] The provision of currency integration with workflow management can be further extended to interoperation with system or machine based tasks. Thus, in one embodiment, the artificial currency can be attached to tasks assigned by a user to a ma chine or system. For example, a system operator can attach some number of currency 5 units to a task to be executed by a computer system (e.g., a database operation, a code compilation task, a manufacturing task), by a manufacturing system (e.g., a milling op eration, a chemical conversion process, or a robotic operation), or the like. Here the re ceptive system is configured and adapted to schedule and prioritize a task execution queue based at least in part on the number of currency units associated with each of its 10 tasks. Furthermore, the artificial currency can be attached to tasks assigned by one machine or system to a user, or assigned by one machine (or system) to another ma chine (or system). These various approaches provide a unified environment in which users and machines utilize a common currency to determine the significance and im portance of tasks and provide feedback for either human or machine learning for op 15 timization. In these approaches, the various currency-enabled machines and systems have access to one or more bookkeepers by which they can report the amounts of cur rency received for tasks, or required for assignment of tasks. Anonymity and Non-intrusion [0105] In one embodiment, certain transactions may be allowed in which sender 20 401 remains anonymous to recipient 402 and/or the community. This feature may be enabled to permit feedback which would be uncoupled or protected from explicit or implicit quid pro quo arrangements or abuse of a supervisor's authority to extract cur rency from subordinates. In another embodiment, anonymity may be "purchased" at some cost to sender 401 for a specific transaction. 25 [0106] A correlate of anonymity is non-intrusion, by which a recipient 402 does not need to use any attention in order to receive some number of units of artificial cur rency from another. In other words, a sender 401 may give or grant another user a number of units of currency, without recipient 402 being notified in a manner that con sumes that recipient's 402 attention. Instead, the granted currency units can be auto 30 matically added to the recipient's 402 balance. One implementation of this feature is 28 WO 2006/081387 PCT/US2006/002870 provided by the use of special "bookkeeping" messages to bookkeeper 406. These bookkeeping messages are sent directly to bookkeeper 406 (or a delegate), and identify a transaction type (e.g., deposit), an amount (e.g., 100 Serios), a source account (e.g., sender 401) and a target account (e.g., recipient 402). Additional flags or parameters 5 can be established for the message, such as whether or not to notify recipient 402 of the transaction, whether the transaction is anonymous (e.g., not disclosing sender 401), or delaying the transaction to a specified date or event. An implementation of the book keeping messages can be provided by a user interface including buttons and/menus for defining the transaction characteristic and parameters described above. Alterna 10 tively, the transaction can be defined using a command or message language (e.g., name-value pairs). Document Access Fee [0107] In one embodiment, access to documents in the organization costs the user a document access fee in units of the currency. In one embodiment, the amount of 15 this fee is small enough not to be a barrier to access. In another embodiment, pricing is established via a continuous auction for information access. The original author(s) of the document receives all or a portion of that fee. Thus the incentive is to write valu able documents that are accessed by many individuals. Conversely, users are able to quickly and easily see and rank documents in order of the times they have been ac 20 cessed, which can help them quickly determine the most valuable documents for par ticular needs. In this embodiment, bookkeeper 406 cooperates with a document man agement system that stores and retrieves the documents. The document management system includes document profiles for each document, which can include a field that can store a currency amount (the field can be left empty of the document is considered 25 to be free). The Bookkeeper 406 provides an interface by which the document man agement system can notify it of document accesses so as to update the account balance of an accessing user for payment of the document access fee. Engineered or Emergent Behavior [0108] It is possible to design the system to drive specific behaviors, or to allow 30 users to define their own behavior. For example, in one embodiment it is conceivable 29 WO 2006/081387 PCT/US2006/002870 that participants can click a "Complaint" button to report someone who is disagreeable and difficult to work with. Because this feature is programmed into the functionality of the system, it polices disruptive behavior. In an alternative embodiment that exem plifies emergent behavior, no "Complaint" button exists, but the participants may so 5 cially mark that individual as troublesome, and give him or her low feedback or refuse to exchange currency units with them. Collaborative Metrics [0109] In one embodiment, the raw data from worker-to-worker currency ex changes can be displayed as a dynamic, multi-dimensional, multi-directional graph of 10 collaborative activity. The graph can display each worker as a node in a network, with the proximity of nodes and strength of ties between nodes determined by the fre quency and amount of units exchanged. The raw data for network determination will be the worker-by-worker account matrix, where cell entries represent exchanges for all possible pairs of workers. Clusters of collaborative groups, based on empirical data 15 related to actual communicative activity rather than formally assigned groups, can be represented graphically with use of color coding and visual clustering techniques. The graph can change over time in increments and will constitute a dynamic representation of collaborative activity based on perceived value of information exchanges. The net work activity graphs can be produced for selected groups within the larger economy or 20 for special subgroups determined by game masters or the workers themselves. Col laborative clusters, and their structural changes over time, are readily apparent and can be used to reinforce or redirect organizational assets. In addition, the information from graphical representation of collaboration can be used to design and engineer entertain ing activities, games, scenarios, and/or narratives to drive specific behavior or per 25 formance patterns. Alternative Enterprises, Organizations and Groups [0110] In addition to enterprises such as business corporations, the present in vention could provide benefits for collaboration among participants in government and non-profit organizations, educational institutions, informal clubs and associations, 30 families, and military or civilian command-and-control structures. The present inven 30 WO 2006/081387 PCT/US2006/002870 tion will benefit circumstances where there is time urgency for attention to messages, changes in priorities, feedback delivery, and team coordination. In one embodiment, a single common currency is managed to provide stable and predictable unit of ex change to users across a variety of enterprises, organizations, and groups. In an alter 5 native embodiment, multiple currencies are managed and a mechanism for currency exchange is provided. Team Activities and Economic Behavior [0111] In one embodiment, the present invention further includes tools, mecha nisms, and incentives that allow people to work together cooperatively and receive 10 team rewards. Users may pool resources to achieve certain goals, or share in and mete out the rewards. Group activities may involve a variant set of tools and recordings to support multiple users. In one embodiment, individual interests in the currency may be aggregated to form corporations with defined ownership interests and the right to earn and pay currency. In this embodiment, bookkeeper 406 is adapted to enable user 15 to set up pooled accounts, currency distribution, and resource pricing functions. Feedback on Multiple Time Scales [0112] In one embodiment, the system of the present invention provides feed back to users on multiple time scale loops to reinforce desired behavior and discourage undesired behavior. These time scales can range from very fast, immediate feedback 20 recurring every few seconds, to extremely long feedback cycles that take months or even years. Feedback serves to reinforce and drive desired behavior, and can deliver to participants assets that enrich or empower their user experience. Medium of Exchange [0113] In one embodiment, credit cards, money orders, stored value cards, 25 checks, and/or other money management tools are issued in units of the artificial cur rency, in order to facilitate exchange of currency units by participants. [0114] Users can exchange currency units by means of electronic devices other than a computer or through a local area network. In one extension, a portable version of bookkeeper 406 software allows real time wireless transactions between individuals 30 who are using handheld devices, cell phones, audio devices, and other portable elec 31 WO 2006/081387 PCT/US2006/002870 tronics. Communication may be based on peer-to-peer architecture rather than through a central server. Encryption can be used in the transfer and store of currency. Credit [0115] In some embodiments, users are permitted to borrow units of currency 5 from each other, via private transactions, or from bookkeeper 406 or Central Bank. Provision for interest and enforcement of default are enabled in the Central Bank. Stock Markets [0116] In one embodiment, currency may also be used by individuals in an in ternal futures market, where individuals may trade currency for shares of stock repre 10 senting future performance of organization products, services, or resources. The cur rency may also be exchanged directly with official, established currency such as the United States dollar or the Chinese ren min bi. A mechanism for exchanging such cur rency may be built into the administrative functions of bookkeeper 406, or exist in an adjacent or compatible way with the Bookkeeping system. 15 Internal Social Networks [0117] In one embodiment, the currency stream can form the backbone for an internal social networking website or application. The website or application can have such features as, but not limited to, the ability to create a personal profile, link to friends, view other users' profiles, leave messages, form groups, schedule events, view 20 a network visualization of who you are linked to, post pictures, search for users, create blogs, instant message, contact one another, or find individuals inside or outside the organization with certain skill sets, experiences, backgrounds, interests, etc. Commu nication and incentive structures are based largely upon currency usage. For example, a user may be able to earn access to certain groups based on a positive currency trade 25 balance. External Social Networks [0118] In one embodiment, external social networking websites and applications may integrate currency data into existing features, or use attention currency to drive behavior or accomplish certain goals. More advanced attention economy exchange ca 32 WO 2006/081387 PCT/US2006/002870 pabilities and analysis can be enabled by integrating the currency into the regular tools and activities available on these external websites and applications. Currency-Driven Personality or Behavior Profiling [0119] Data about individual transactions in the economy may be used to de 5 termine personalities of the users. This information may be reported to the users as feedback about their exchanges and their role in a network and, if agreed to by the par ticipants, it may be reported to third parties (e.g., management, organizational re searchers, human resources) as information that identifies how the individual contrib utes to the organization. The data may be reported numerically (scores on personality 10 dimensions), categorically (naming which of several personality descriptors apply) or pictorially, including facial expressions that depict different personalities or other icons and objects that represent different personality categories. [0120] Personality is defined according to the social psychological literature about dimensions or factors that constitute the basic traits of social interaction. One 15 collection of traits is known in social psychology as the "Big 5" and includes extraver sion, agreeableness, conscientiousness, neuroticism, and openness. Accordingly, in one embodiment, bookkeeper 406 is adapted to tabulate and monitor currency ex changes in relation to the definition of each personality category. For example, extra version is characterized by a willingness to initiate an interaction. Introversion, the 20 opposite value on this dimension, is characterized by a greater frequency of responses to interactions initiated by others. In this embodiment bookkeeper 406 tabulates a ratio of the number of times currency exchanges are initiated by the user in relation to ex changes where users are responders to others. The data from this calculation deter mines the value for the extraversion factor and it may be displayed in numerical or 25 visual forms to users and third parties. A second example is agreeableness. One at tribute of this dimension is the amount of negative feedback that an individual gives during an interaction. In this embodiment, an agreeableness factor is be determined by tabulating the number of times users return less currency than they receive in a mes sage thread. 30 Synthetic Worlds 33 WO 2006/081387 PCT/US2006/002870 [0121] In one embodiment, the present invention provides elaborated game play, including for example the ability to trade currency for game assets in a virtual world. Workers can select avatars that represent themselves in the economy (e.g., choice of characters, clothing, appearance, and customized accessories), and can then 5 access avatars of other workers (e.g., opportunities for virtual meetings with other ava tars, virtual social events, and exploration of virtual spaces where specialized activities occur), and objects that facilitate communication with other team members (e.g., the opportunity to store shared documents and exchange files within the narrative of the virtual world). Benefits of the virtual world and assets accumulated within the world 1o include the ability to increase the level of playful, immersive interaction, to provide feedback and assets that reinforce behavior and empower participants to improve per formance, and to offer opportunities for workers to acquire game artifacts that facilitate and increase their ability to acquire currency in the e-mail attention economy (the pre ferred embodiment). 25 [0122] A companion virtual world can serve as the location for expanded indi vidual game play and collaborative activity via avatars and visual two- and three dimensional interfaces. The virtual worlds may be customized fantasy narratives (e.g., space travel, medieval feudal fighting, sports competition), or real-world narratives from the actual places where the e-mail attention economy is functioning (e.g., market 20 competition between companies, teams competing within organizations to solve prob lems). All narratives, regardless of the specific back stories for the interactions, can share the same underlying features and affordances, and will be mapped to a common set of game components, including such ideas as feedback, assets, collaboration, mar kets, and avatars. 25 [0123] Within the virtual world, game masters may announce quests where par ticipants are offered currency rewards (as well as level and experience recognition) for solving posted problems. The quests can be in-game fantasy adventures (e.g., using the collective expertise of several workers to find or build objects in the virtual world) or they can be real enterprise problems that are solved within a compelling virtual space 34 WO2006/081387 PCT/US2006/002870 that offers opportunities f6r conferencing using personal avatars, sharing assets, com municating, and rewarding workers in relation to their contributions on the quests. [0124] In some embodiments, other features of the virtual world include an auc tion where workers can post and bid on digital objects in the world, compelling visual 5 displays of game currency including accumulations over time and comparisons to other workers, and a futures market where workers may invest currency gained in the e-mail game in ideas proposed and posted by other workers or the game master. Conclusion [0125] The present invention provides many advantages that improve efficiency 10 and assist in navigating large amounts of incoming communication and information. The following are some examples of specific advantages provided by the invention. Too Much Information Becomes Filtered, Relevant Information: [01261 By attributing a cost to certain actions and resources, relative scarcity is enforced. Consequently, individuals are forced to limit consumption and budget per 15 sonal assets to acquire the things that really matter to them. Some of the expected re sults include a decrease in the volume of unimportant messages, an increase in valu able communication and feedback, the ability to identify priority items, and better col laboration due to a deeper understanding of team members' priorities. Meaningless Priority Signals Become Meaningful Priority Signals: 20 [0127] Marking communication with currency that is itself a valuable and scarce resource signifies to recipient 402 that sender 401 has vested interest in the message's delivery and reception. In addition, the currency supports an immediate feedback sys tem because recipients 402 may respond to senders 401 with attached currency. Organizational Resource Allocation Problem Becomes Accurate Allocation of Re 25 source Value: [0128] Bookkeeper 406 records currency transactions within the organization. The statistical analysis on transaction data can include detailed information on volume and trade balance, thus allowing users, administrators, and other individuals to clearly see how and where they focus energy and attention. When this data is transparent to 3o all users within an organization, it allows users to view and subsequently regulate 35 WO 2006/081387 PCT/US2006/002870 their own behavior in comparison to others. When currency is being spent on organi zation resources such as time, tools, space, and data, it is possible to identify areas of high and low value because individual designations are aggregated to determine the price of goods and services. The present invention thus encourages individual prefer 5 ences to establish a collective consensus via bookkeeper's 406 analysis. With the atten tion economy, users may quickly and easily set macro and micro views of resource al location within an organization, and make meaningful conclusions that can help im prove productivity and efficiency. Real-World Tasks in a Game Environment 10 [0129] The following is a description of a mechanism for implementing real world tasks in a game environment. This mechanism can be implemented in conjunc tion with or independently of the attention economy currency discussed above. [0130] Most work in the developed world is information work, and much of it is either too easy or too hard. Information work - ranging from easy tasks like categori 15 zation, clerical work, and surveillance to difficult analyses and group collaboration can benefit from technology that transforms work into compelling and entertaining play within computer games (or other forms of interactive games). When information tasks are too easy, productivity suffers because workers tire from prolonged and tedi ous attention to detail. Games can help by embedding work into narratives and scenes 20 that arouse, excite and engage, and increase productivity. When tasks are too difficult, productivity declines with unclear goals, complex reporting, and ambiguous rewards. Games can help by providing specific objectives, periodic reinforcement and manage able records and instructions for work, mainstays of successful interactive entertain ment. 36 WO 2006/081387 PCT/US2006/002870 The Problem: Information Work, Productivity and Job Satisfaction [0131] Information and knowledge work dominate the US economy in numbers of workers (now above 60% of the workforce) and financial importance. The growth trend for information work has been steady over the last century, increasing as jobs 5 move out of factories and agriculture. The growth in information jobs, however, is fi nite. Value from information work must come from increased productivity within jobs already defined. And the value must come soon because of a critical demographic juncture in society. As citizens age, fewer workers must support more dependents (young and old), forcing one of two changes: increased productivity or decreased 10 standard of living. Consequently, productivity is paramount and companies and gov ernments must and will play, at least eventually, for productivity growth. [0132] There are, however, critical impediments to productivity in the informa tion economy - work is often boring and tedious. Even when interesting, it is often burdened with organizational problems because elaborate connections are required 15 with co-workers. Automation can rescue workers from a few easy and dreary jobs, but a lot of low-level information work will defy machine automation for decades to come; for example, in the areas of machine vision, categorization, and facial recognition. Automation can also help with serious challenges to higher-level information work like collaboration and facilitation of team interactions, but here too, the solutions are lim 20 ited. There are many automated solutions for collaboration, but they often downplay the personal involvement and social and emotional responses that are often the most effective drivers of productivity. Important information jobs will remain for some time 37 WO 2006/081387 PCT/US2006/002870 to come, and humans will need to do them, either because they are too difficult for ma chines or because personalized involvement and collaboration increases productivity. [0133] When inefficiencies are extracted from information work, there is a risk that job satisfaction will decrease. Going faster, communicating more or attending to 5 greater detail will increase the tedium and difficulty of jobs. Consequently, productiv ity gains may come at the risk of quality of work life, and by extension may eventually circle back to depress productivity. In addition, decreased quality of work life has its own costs -job churn, absenteeism, and stress and related health consequences. Pro ductivity must increase but without jeopardizing, and preferably enhancing, quality of 10 life. [0134] In most modern organizations, quality experiences involve extensive co ordination between willing and engaged participants. The ability to coordinate action will increasingly define core expertise of complex organizations. A company might possess top talent (e.g., the best assemblers, scientists, etc.) but unless the organization 15 can facilitate communication that produces progress toward common goals, the exper tise is wasted. [0135] Communication networks, consequently, will be valued to the extent they can attract participation andfacilitate interaction. The advantages of attracting rather than commanding work are embedded in the most basic elements of networks 20 evolution. When networks merely broadcast, one to many, the value of a network in creased as a function of the number of people available to hear the commands and do the work (Value a N). A boss issues a dictate and productivity increases if a lot of peo ple hear and obey the call. When workers communicate with each other, informally or 38 WO 2006/081387 PCT/US2006/002870 as a requirement of their work, the value of attracting new participants is exponential (Value increases as a N 2 ). But when groups overlay individuals, as is the case with on line communities, according to Reed's Law of affiliation networks, the number of par ticipants becomes the exponent (Value a 2N), dramatically accelerating the changes in 5 value as a function of participation. [0136] Coordination of communication within the workplace is the essence of corporate activity. A business may have the expertise to innovate, but unless it is co ordinated - unless workers actively exchange complementary knowledge and plan ac tion directed at common goals - value creation suffers. The right mind has to be deliv 2w ered to right problem, a daunting task as expertise becomes more differentiated. Someone might know the answer to a problem that will drive innovation, but unless the mind and problem are linked, all else fails. Consequently, creating value from in formation work and adding value to the networks in which they work depends onfa cilitation - matching and linking people and groups, and driving participation via en 15 gagement and interest. An Opportunity: A Role of "Fun" in Productivity [0137] The present invention improves levels of quality of work life and profes sional engagement by making work and occupational tasks more fun. [0138] There is substantial evidence that having fun at work - being engaged 20 and emotionally involved - can positively influence productivity. This is a relatively new direction for research in organizational behavior, with results to date that show more accurate predictions of job success than the more general concept of job satisfac tion. Emotional responses to work, and especially positive emotions, predict reduced 39 WO 2006/081387 PCT/US2006/002870 absenteeism and they result in fewer intentions to change jobs. Positive affect can fa cilitate creativity and the likelihood of helping behaviors and cooperation. Positive emotions decrease aggressive responses, and they lead to greater self-efficacy thoughts that individuals are in control of their fate within work groups. And emo 5 tionally involved workers are more likely to be evaluated positively by bosses as well as co-workers. [0139] Fun and emotional engagement also means focus. Psychologists have shown that our best moments occur when there is voluntary effort given to accom plishing something difficult. Labeled as "flow", this level of engagement describes a lo state in which nothing else matters, and experience is enjoyable enough that people of ten will participate at great costs and for the mere sake of participation. Typically ap plied to games, hobbies, and sports, the concept of flow has direct application to work. Many work activities are similar (or they can be changed to facilitate flow), and since people spend most of their lives working, the opportunity to influence productivity is 15 great. [0140] It is also clear that motivation - for learning, difficult tasks or complex problem solving - is most influential when imbedded directly in work activities them selves. When motivation is separated in time from the work it might influence (i.e. I'm excited today but won't have a chance to take action until tomorrow) the influence di 20 finishes. Excitation, the engine for useful focus and attention, recedes. Motivation, and the emotional arousal that it generates, occurs in short bursts, making it most use ful when the excitation can be transferred quickly from one activity to another. There is evidence for effective transfer in several areas. For example, math lessons are effec 40 WO 2006/081387 PCT/US2006/002870 tive when embedded in exciting play and competitive games. Workers learn well when training is embedded directly in work practice. Motivation increases with a heightened sense of relevance and immediacy, and workers who otherwise may fail or become disinterested will show greater participation and competency when excitement 5 can flow freely between work and play. [0141] The excitement of play triggers physiological arousal - a state of action readiness when information is evaluated for possible action. Arousal is the mecha nism, tuned by evolution, which allows people to focus on the exact pieces of the envi ronment most relevant to critical decisions, evolutionarily the 'fight or flight' response. l0 When people are aroused, there are physical changes that maximize attention (e.g., re routed blood flow) and optimize information processing (e.g., enhanced memory when arousal is high). Even though the necessity of these responses is less now than when arousal determined survival in the wild, arousal responses remain highly influential. [0142] Media entertainment, and games in particular, have features that maxi 15 mize arousal, and by extension, will increase productivity. Games rely on compelling narrative, engaging characters, novel sounds, visual tricks and surprises. It doesn't make any difference that the information is delivered via media rather than real life. There is extensive evidence that media experiences are close enough to cause the same responses. All of these features, media or real life, are modern echoes of primitive in 20 terests (e.g. people and objects that could help or hurt) that were important when sur vival depended on strategic bursts of excitement. [0143] Arousal, and other emotional responses that affect work, are not merely the product of individual experiences. There is interesting new evidence that excite 41 WO 2006/081387 PCT/US2006/002870 menf"is t6nfagious fihrdughit aTarger group; that is, increasing the excitement for a single participant can ripple through a formal group via interpersonal interactions. Studies of several work groups show that groups convergence on the moods of promi nent individuals. The resulting work-group moods are recognizable by in and out 5 group members, and the group mood leads to better team climate, heightened work related activity, and more collective action toward group goals. [0144] According to the techniques of the present invention, real-world work tasks are made more entertaining and compelling by embedding or translating them into a game environment. In this manner, worker productivity is increased, morale is 10 improved, and particular advantages resulting from the game-based framework can be applied to the real-world tasks. [0145] Games exploit a critical trend in business toward engagement of workers rather than command and control. When workers are engaged rather than directed, organizations can effectively decentralize and democratize work. People can help 15 choose the tasks that constitute their work, and they can influence how and when the work will be completed. Disparate teams, often on their own initiative, can convene across organizational levels, bosses, departments and cultures. Internal motivation, not external persuasion, can encourage best efforts. Communication within organiza tions is facilitated rather than commanded. 20 [0146] New interactive games (e.g. virtual communities and massively multi player games) offer compelling play into which serious work can be embedded. These games, currently enjoyed by millions of people worldwide, are a revolution in media entertainment. These role-playing games entice participation, compel attention and 42 WO 2006/081387 PCT/US2006/002870 sustain players by using rich visuals, narrative and characters that stimulate imagina tion, offer advancement in a defined community based on mastery of new skills, and provide collaborative opportunities to achieve personal gain by coordinating play with other participants. The wisdom of teams, a central benefit of collaborative work, can 5 be harnessed through games where work is re-represented in games so that teams can affect its organization and value. [0147] A new "science of fun" demonstrates empirically that interactive role playing games have important psychological and social consequences that influence productivity. Rich media, with increasing realism in visuals and audio, increase 10 physiological arousal. Attention increases, often involuntarily with the consequence that memory and time on task increase as well. Brain activity when processing realistic narratives and characters is the equivalent of real life experiences, demonstrating that the neural commitments during media play can support complex reasoning. Social re sponses during interactions between participants confirm that game play causes in 15 tense reactions, especially to the presence of other game players that appear as charac ters in the game space. Characters are labeled best friends and social partners; experi ences with other players are said to be the best (and worst) of the week, and exchanges with other players are important reasons to pursue play. [0148] Interactive, online role playing games currently exist primarily as enter 20 tainment ventures; however, their structure, rewards and interaction opportunities are ideally suited for utilization as venues for economically productive tasks that histori cally would be performed in offices, factories, and laboratories. This is more than the application of games to learning and job training, applications that have met limited 43 WO 2006/081387 PCT/US2006/002870 success. Placing entertainment atthe center of serious work cuts out a middle step, and brings the tested sensibilities of play directly to occupational tasks of all types. What was once mundane becomes interesting. What was once hard becomes an enter taining challenge. 5 [0149] Games interfaces applied to work represent a re-engineering of the man machine interface, extending the benefits of graphical and social interfaces to play as a new theme in human-computer interaction. The present invention allows participants in online, interactive, role-playing games to provide occupational services that have economic value outside of the interactive environment, to solve real world work prob 10 lems and increase productivity in firms and enterprises. User Experience [0150] The present invention can be implemented with respect to nearly any job or occupational task involving a computer. Referring now to Fig. 19, there is shown a diagram depicting the various visual components associated with an implementation 15 of the invention, wherein a user is performing an information work task that has been integrated into the exciting and motivating environment of a massively multiplayer game. Fig. 19 shows an example of a screen display for a worker that is interacting with the system operating in accordance with the present invention. A task interface 201 is presented, which in one embodiment is similar to the task interface that would 20 normally be provided for the work being done. In addition to task interface 201, space on-screen is reserved for displaying several elements. (Alternately, these things could appear in a window which can be minimized so as to not always take up screen real estate) The display consists of the character's current status 202, which indicates that 44 WO 2006/081387 PCT/US2006/002870 character's location, appearance, and/or progress in a task. The character is a role playing entity, through which the worker interacts with the game environment to per form various tasks. The worker is also provided with a metric showing him how well he (i.e., his character) is performing in his tasks 203. Lastly, an area is provided for 5 communication with other workers (via their respective characters) in his surround ings (within the game environment) or for those he is cooperating with 204. Collec tively, areas 202, 203, and 204 provide a game environment for the task being per formed in area 201. [0151] The following is a description of one embodiment of the present inven 10 tion, in which a real-world task is encapsulated within a game environment. One skilled in the art will recognize that many other implementations are possible, includ ing those in which specific activities in the game environment map to other activities in the real world. [0152] The worker's experience with the system starts in the game world. The 15 worker is one of many participating in a real-time multiplayer game, taking place in a persistent world. Each worker has a character who may, for example, be a fantastical adventurer who explores dungeons and defeats monsters, or be a crewmember on a pirate ship, sailing between tropical ports, depending on the setting of the game world. The worker's character can perform any of several roles in the game world; within a 20 single setting, a character could choose between carpentry, sailing, or rum manufactur ing, for example. Those types of characters, their various roles and capabilities are de pendent on the design of the game world, and in no way limited by the present inven tion. In one embodiment, when the worker directs his character to perform one of 45 WO 2006/081387 PCT/US2006/002870 these tasks, the part of thie displayrelevant to the worker's job 301 is activated. This allows him to complete a task material to his real-world job. As the task is performed, he is given feedback 303 on his performance, as measured by the actual metrics of his job requirements. The quality of his performance will determine the quality of his 5 character's performance in the game world. [0153] The worker is motivated to keep participating in the game world. Vari ous mechanisms (or combinations of mechanisms) can be provided to motivate this continued participation. Motivations can include, for example: e Achievement (power and rewards): 20 o Power - Desire to become powerful within the context of the game o Accumulation -Desire to accumulate rare or special weapons or equipment o Goals - Desire to advance as quickly as possible. o Game elements include: Structured Rewards Cycle; Structured Tiers 15 of Levels, Equipment, and Skills; Large Power Differential; Elaborate Advancement Possibilities * Socializing (friends and prestige): o Chat - Desire to mingle, chat, and gossip with others o Relate - Desire to form meaningful relationships with others 20 o Prestige - Desire to be recognized within community o Game elements include: Buddy List / Notification; Guild / Clan Con struct; Multiple Chat Channels; Integrated Email / Forum; Down time; Character Dependence; Emotes / Gestures 46 WO 2006/081387 PCT/US2006/002870 Competition (challenge and grief): o Compete - Desire to challenge and compete with others o Grief - Desire to annoy, anger, manipulate or scam others o Destruction - Desire to kill, destroy or decimate the enemy 5 o Game elements include: PvP; Metaphors of Destruction; Duel Modes; Realm-Based Artifacts - Sigils or Relics e Immersion (roles and story): o Role-Playing - Desire to try out new personalities or roles o Story - Desire to be part of an ongoing adventure or plot element 10 o Escape - Desire to be immersed in (or escape to) a fantasy world o Game elements include: Character Customization; Compelling Plot Elements or Non-Player Characters; Aesthetically-Appealing Atmos phere and Surroundings; Pleasing Soundtrack " Exploration (analyze and travel): 15 o Analyze - Desire to understand underlying game mechanics and rules; o Explore - Desire to explore the world and acquire geographic knowl edge o Game elements include: Varied and Interesting World; Interesting 20 Game Mechanics; Discovery / Exploration Elements or Artifacts; Dungeons / Cities Hard to Navigate and Unmapped [0154] Furthermore, the character's activities in the world are contingent on its success through the challenges it faces. That is, by succeeding in one challenge, the necessary experience, equipment, technology, blueprints, income and the like are ac 25 quired that are necessary for the next challenge. The develop or "training up" of a 47 WO 2006/081387 PCT/US2006/002870 character is a i<ey part o the experience of interactive role playing games, and provides a powerful set of incentives (some of which are listed above) to entice workers to con tinue 'playing', and hence continue execution of embedded work tasks. In other words, the completion of embedded work tasks drives the satisfying of many of the motiva 5 tions listed above. For example, in a game such as "Puzzle Pirates", available from Three Rings Design, Inc. of San Francisco, California, wealth is gained directly from the completion of tasks. Cooperation and competition arise when the performance in a task is added to or compared against performances of other players. Socializing hap pens spontaneously when working with or near others, and dependency occurs when 10 game task inputs and outputs become interconnected. Exploring increasingly difficult regions requires certain knowledge, abilities, or raw combat power that can only be gained through tasks. In this way, the work done by the user is linked to satisfying the worker's motivations, via the game environment. By replacing the geometric puzzles with a visual display enabling the information work of the employee, the present in 15 vention retains the metagame which drives the satisfaction of the five motivations in the worker. The information work can be presented at any desired level of abstraction. [0155] In one embodiment, the interface between the real-world tasks and the game environment is designed so as to preserve and/or enhance the entertainment value of the game. In particular, the following factors are considered in designing the 20 interface and the game: * Is there a clear goal? Successive layers of complexity? Multiple-level goals? * Is the game emotionally appealing? Does it employ metaphors that the user understands? 48 WO 2006/081387 PCT/US2006/002870 Is there an optimal level of informational complexity? Are effects, randomness, and humor used optimally? Does the interface capitalize on the users' desire to have well-formed knowledge structures? [0156] Additional description of the above factors is provided in T. Malone, 5 "Heuristics for Designing Enjoyable User Interfaces: Lessons from Computer Games", in Proceedings: Human Factors in Computer Systems, Gaithersburg, Maryland, March 15-17, 1982, p. 63. Flow [0157] Referring now to Fig. 18, there is shown a block diagram depicting func 10 tional units within the system architecture according to one embodiment. By control ling a character 107 within a game environment 104, a worker 101 is able to initiate a task 102. The task's completion is contingent on the worker's actions, and on comple tion creates a concrete work product 106 in the real world, which can be a physical good, a service, an information product, or any other economically valuable output. 15 This product (or elements or description thereof) is used to derive a performance met ric 103. The performance metric evaluates the quality (or quantity) of the work done, and feeds this into the game environment. Additionally, the metric may or may not display its output to the worker explicitly. Thus, a relationship is established between worker success (real world results) and character success (performance within the 20 game). [0158] One variable that is used in determining the progress of events in an en vironment is the worker's performance. (Other variables include the actions of other workers, game controlled events, or random events.) The success of the 49 WO 2006/081387 PCT/US2006/002870 worker/character is realized by the game environment, and by its satisfaction of the five motivations 105 which apply to the worker as he participates in the game. Based on his attachment to his character, the worker is motivated to continue directing the character in the world, and to complete tasks as they are initiated. In fact, the worker is 5 encouraged by the structure of the game to plan out not only how he will complete each individual task, but to plan how he will approach a succession of tasks, and navi gate through them to optimize productivity. [0159] In more detail, the worker is one who uses a computer for his job - for example, a telephone customer service representative for a credit card company. io Rather than simply sitting down at a desk and marking himself as ready to receive calls, this worker controls a character in a game world, such as the one of Puzzle Pi rates, according to an embodiment of the present invention. The worker, motivated to achieve wealth (or knowledge, social connections, victory, or the like) in the game world, directs his character to take a job as a sailor on a merchant ship in the game 15 world. When the character reports for work on the ship, the system then triggers the worker as ready to receive customer service calls, again coupling activities or state in the game world with task activities in the real work environment. The worker knows that his character's success, and the success of the ship he is working on, are dependent on the performance metric which will be evaluating his actual customer service in the 20 real world. This metric can be based on a combination of several factors, such as cus tomer feedback, call length, up selling services, and voice stress recognition, as appro priate to the work environment and task type. The game expects some value from the performance evaluation, which it modifies by the character's capabilities. That is, a 50 WO 2006/081387 PCT/US2006/002870 character nas a set ot skills, equipment, training, talents etc. that will modify the incom ing performance evaluation. The game then compares this against the difficulty of the task at hand. Given success, the game allows completion of the task, and rewards the character appropriately. The rewards come in several forms, to appeal to one or more 5 of the five motivations described above. In a broad sense, the game empowers the character over time, so that it may continue to fulfill new desires of the worker for ad vancement along the various motivations. Of course, the worker will be motivated to perform the work task so that it passes the difficulty in the game, and to complete work tasks frequently, so that he can advance his character and satisfy his motivations 20 faster and more frequently. [0160] In one embodiment, the invention incentivizes the worker to complete tasks by at first setting the frequency of rewards very high, and gradually toning them down while increasing the difficulty of work or the standards to which we hold the worker. In this way, the invention incentivizes a worker to happily perform a skilled 25 task that he might otherwise have considered boring. Models [0161] Different types of work models can be used in connection with the inven tion. These are referred to herein as buying, renting, or stealing work models. [0162] Buying work model: An employer uses the methods of the present inven 20 tion to enhance the work experience of a paid employee. One or more tasks in a game are replaced with tasks from an existing job. A worker is then paid to play the game, which now consists in part of completing these tasks. An important thing to consider in the buying work model is the amount of time spent on task versus other things in 51 WO 2006/081387 PCT/US2006/002870 ganie,"suh an'vWith other players, time spent exploring or learning about the world, and time spent in preparation for doing tasks. An advantage of this model is that there can be a large disconnect between the task and the flavor of the game world (e.g. there is no problem with requiring workers to answer customer ser 5 vice calls to drive their character who is piloting a spaceship). [0163] Renting work model: Similar to the buying work one, except that the game is available to anyone who wants to participate. Players are not paid as in the buying work. Preferably, though not necessarily, the gulf between the flavor of the game and the tasks asked of players is small rather than large. io [0164] Stealing work model: The organization running a game uses it to harvest labor from the players without their knowledge. Players play a game, and their inter actions with the game yields productive work. Preferably (though not necessarily), the task asked of the player is disguised so that it is indistinguishable from other game tasks. For example, a categorization task in the game context may map to a real-world 15 categorization task; the user's interaction is harvested to obtain real-world work prod uct. As players perform tasks in the game world, they are, unbeknownst to them, also performing tasks in the real world, which tasks have economic value to the organiza tion. [0165] Both the renting and stealing work models are able to take advantage of 20 the wisdom of crowds. That is, rather than allowing a single user to determine the sys tem's generation of work product, the contributions of several users are averaged (or otherwise combined) to form a final product. For example, if the task in a renting work model is to identify which x-ray images contain a tumor, then the game system pro 52 WO 2006/081387 PCT/US2006/002870 vides the same x-ray image to a plurality of workers for classification (e.g., tumor or non-tumor). With sufficient numbers of workers, the game system can aggregate the classification results and nearly eliminate the chances of an incorrect result, thereby ob taining almost expert-like task performance. 5 [0166] In any of these models, players are motivated to complete the in-game tasks by one or more of the five motivations listed above. Implementation [0167] Referring now to Fig. 20, there is shown an example of a system architec ture for implementing the present invention. In one embodiment, the present inven 20 tion is implemented using underlying interactions with and access to enterprise appli cations (301) and enterprise data (302). For example, the invention can be implemented in connection with applications and infrastructure from major enterprise software companies such as Oracle, SAP, Siebel, and IBM. Also, data is used by enterprise or customer built applications that typically reside on Oracle, DB2, Informix or Sybase da 15 tabase systems. [0168] According to the techniques of the present invention, information from the enterprise applications (301) and data (302) is integrated within the game method ology and user interface, seamlessly and without modification to the enterprise appli cations and data. 20 [0169] In addition, the techniques of the present invention can be applied to re search-related applications such as life sciences; the enterprise applications and data are then replaced by analytical tools and processes. As with commercial applications, 53 WO 2006/081387 PCT/US2006/002870 the research data and applications are seamlessly integrated with gaming methodology and interfaces. [0170] Typically enterprise applications (301) use a web style interface and have moved away from the fat client approach, which provides a better and more robust in 5 terface to a game style user interface. Similarly, many custom-built applications utilize web interfaces as well. [0171] As shown in Fig. 20, in one embodiment the invention is implemented using an architecture that provides the integration of enterprise applications (301) such as Enterprise Resource Planning (ERP), Customer Relationship Management (CRM), io Sales Force Automation (SFA), and the like, and data from Relational Database Man agement Systems (RDMS) (302), with a game system (306,307). Data is retrieved from and returned to enterprise applications using well-known protocols such as HyperText Transfer Protocol (HTTP) and/or a Web Services interfaces (defined by Web Services Definition Language (WSDL)). Interactions with enterprise data products are per 15 formed via, for example, Structured Query Language (SQL) or extension Procedural Language SQL (PL/SQL). [0172] The Data Aggregator and Event Manager (DAEM) (303) provide HTTP, WSDL, SQL and PL/SQL interfaces for enterprise applications and data. The DAEM (303) has the capability to aggregate and normalize data from multiple enterprise ap 20 plications and data sources to provide data to multiple concurrent game systems. The DAEM (303) is capable of working in two modes: 1. Game Server mode 2. User Interface mode 54 WO 2006/081387 PCT/US2006/002870 [0173] The game server mode has the capability to send data to and retrieve data from a game server(s) (306). This mode of operation is used when the game inter face is the only user interface to the enterprise applications and data. Typically the data is formed into a composite object, which is queued within the DAEM (303), and an 5 event posted to the game server(s) (306). When the event is satisfied, data is transferred to the game server(s) (306) either across a Java Resource Manager Interface (RMI) or using an Enterprise Java Bean (EJB). Other interfaces can be considered depending upon the game server(s) (306) implementation. The same mechanism is used to retrieve data from the game server(s) (306); the game server will post an event on the DAEM 20 (303) which will then cause the data to flow to the DAEM (303) and then onto the ap propriate enterprise application and data source. [0174] The user interface mode is used when a game interface is used concur rently with a native enterprise application user interface. The user interface mode takes HTTP or WSDL data and passes the data to the User Interface Manager (UI Manager) 15 (305). The UI Manager (305) integrates data from an enterprise application with a game interface to provide a consolidated and mapped desktop application. The UI Manager (305) maintains state and attributes of the desktop to provide the UI interface between the game and enterprise application running concurrently on a single desktop (308). The UI Manager (305) will handle to data interactions between the enterprise applica 20 tion user interface and the game user interface. The UI Manager (305) can handle mul tiple enterprise applications and game user interfaces on a single desktop (308). [0175] The Data and UI Configuator (304) performs the following functions: 55 WO 2006/081387 PCT/US2006/002870 1. To manage and persist templates and normalization frameworks for the data being passed between the enterprise applications (301) and data sources (302) and the game server(s) (306). Also to manage the connection and context infor mation between the enterprise applications (301) and data sources (302) in 5 stances and the game server (306) instances. 2. Manage the connection and protocols between the DAEM (303) and the game server(s) (306) and the desktop (306). Also provide data mapping between the game user interface and the enterprise application (301) user interface. [0176] The game server(s) (306) contain the game engine, which manages the 10 game state and logic of every desktop (308) session. The game server(s) (306) interact with the game server persistence store (307) which is used to keep state about the game topology, user state and attributes. The game server(s) (306) have an event manager interface to the DAEM (303) to obtain and retrieve data for use by the game. When in terfacing with the desktop the game server(s) (303) have two modes of operation. One 15 is to use a direct desktop session, which is used when the game is not running with an integrated enterprise application (301) on the desktop. The second is to stream the HTTP data to the UI Manager (305) so the HTTP flow for the game can be integrated with HTTP flow from the enterprise application (301) to a form a consolidated user in terface. 20 [0177] The desktop (308) is a conventional personal computer, such as a Win dows-based computer capable of running web applications and capable of running the client for the game. 56 WO 2006/081387 PCT/US2006/002870 .ul tsj In various embodiments, the present invention includes any or all of the following in any combination: [0179] A method of enhancing a work experience, by: e Enabling a worker to operate a character within a game environment, such that 5 the operation triggers the beginning of a work task; " Enabling the results of the work task to inform a performance evaluation; e Enabling the performance evaluation to qualify the character's actions or attrib utes in the game; e Enabling the result of the character's actions in game to empower the worker to 10 direct his character to trigger further tasks; and * Enabling the empowerment of the character to motivate increased task perform ance. [0180] Implementing the above in a networked game involving a plurality of workers. 15 [0181] Motivating the worker by the psychological effect of social dependency; as a worker becomes relied on by others in the game world. [0182] Motivating the worker by the competition that occurs between players. [0183] Motivating the worker by cooperation and teamwork that occurs be tween players. 20 [0184] Motivating the worker by the achievement of wealth or status in the game world. [0185] Motivating the worker by the immersive nature of the made-up reality of the game world. 57 WO 2006/081387 PCT/US2006/002870 [0186] Motivating the worker by the ability to explore the rules and inner work ings of the game world. [0187] Adapting worker performance within a game to real-world work outside the game, without the worker's knowledge; the worker is under the impression that he 5 is playing a game with entertainment purposes only. [0188] Providing a system and method to integrate enterprise application and data with a computer game architecture. [0189] Providing a system and method to allow different computer game archi tectures to be integrated dynamically with enterprise applications and data. 10 [0190] Providing a system and method to dynamically configure enterprise ap plications and data interfaces with a computer game interface. [0191] Providing a system and method of game user interface to be integrated with an enterprise application user interface. 58

Claims (54)

1. A method for sending a message with an attention economy currency, com prising: 5 receiving an indication from a sender of a message specifying a quantity of an attention economy currency to spend; deducting the specified quantity of the attention economy currency from an at tention economy currency account associated with the sender; transmitting the message to a recipient specified by the sender; and 10 indicating to the recipient the specified quantity of the attention economy cur rency.
2. The method of claim 1, further comprising: responsive to receiving an indication that the message has been received by the recipient, crediting the specified quantity to an attention economy 15 currency account associated with the recipient.
3. The method of claim 1, further comprising: responsive to receiving an indication that the message has been read by the re cipient, crediting the specified quantity to an attention economy cur rency account associated with the recipient. 20
4. The method of claim 1, further comprising: responsive to receiving an indication that the message has been opened by the recipient, crediting the specified quantity to an attention economy currency account associated with the recipient.
5. The method of claim 1, further comprising: 59 WO 2006/081387 PCT/US2006/002870 responsive to receiving an indication that the message has been received by the recipient, crediting a first portion of the specified quantity to an atten tion economy currency account associated with the recipient; and responsive to receiving an indication that the message has been read by the re 5 cipient, crediting a second portion of the specified quantity to an at tention economy currency account associated with the recipient.
6. The method of claim 1, further comprising: responsive to receiving an indication that the message has been received by the recipient, crediting a first portion of the specified quantity to an atten 10 tion economy currency account associated with the recipient; and responsive to receiving an indication that the message has been opened by the recipient, crediting a second portion of the specified quantity to an at tention economy currency account associated with the recipient.
7. The method of claim 1, further comprising: 15 responsive to receiving an indication that the message has been received by the recipient, crediting the specified quantity to a central repository of the attention economy currency.
8. The method of claim 1, further comprising: responsive to an instruction received from the recipient of the message, return 20 ing a portion of the deducted attention economy currency to the ac count associated with the sender.
9. The method of claim 1, wherein the message comprises an e-mail message.
10. The method of claim 9, wherein the sender specifies the quantity of the atten tion economy currency to spend by providing input to an e-mail client application. 25
11. The method of claim 1, wherein the message comprises an instant message. 60 WO 2006/081387 PCT/US2006/002870
12. The method of claim 1, wherein the message comprises at least one selected from the group consisting of: an SMS message; a telephone message; 5 a Voice Over Internet Protocol message; a fax message; a web-based mail message; a message board message; a forum message; 10 an Internet Relay Chat message; a website-enabled instant chat message; a direct mobile device to mobile device message; a direct machine-to-machine message; a paper correspondence message; 15 a platform or browser enabled message; a face-to-face correspondence; an interaction within a virtual environment; and an interaction within an electronic game, board game, or live action game
13. The method of claim 1, wherein the message is addressed to at least two re 20 cipients, and wherein: receiving the indication from the sender comprises receiving an indication from a sender specifying a quantity of an attention economy currency to spend for each recipient; and transmitting the message comprises transmitting the message to each recipient. 25
14. The method of claim 13, wherein the specified quantity of the attention econ omy currency for a first recipient is different from the specified quantity of the atten tion economy currency for a second recipient. 61 WO 2006/081387 PCT/US2006/002870
15. The method of claim 1, further comprising sending a message to a book keeper; and wherein deducting the specified quantity is performed by the bookkeeper.
16. The method of claim 15, wherein the bookkeeper comprises an automated software process. 5
17. The method of claim 1, wherein the message is addressed to a group of re cipients, and wherein: deducting the specified quantity comprises deducting the specified quantity for each recipient in the group.
18. The method of claim 1, wherein the attention economy currency is usable for 10 purchasing at least one of resources, items, benefits and perquisites.
19. A method for sending a message with an attention economy currency, com prising: receiving an indication from a sender of a message specifying a quantity of an attention economy currency to spend; 15 determining whether the sender has at least the specified quantity in an account associated with the sender; and responsive to the sender having at least the specified quantity: deducting the specified quantity of the attention economy currency from an attention economy currency account associated with the 20 sender; transmitting the message to a recipient specified by the sender; and indicating to the recipient the specified quantity of the attention economy currency.
20. A user interface for sending a message with an attention economy currency, 25 comprising: a message composition area for composing the message; 62 WO 2006/081387 PCT/US2006/002870 a recipient field for specifying at least one recipient of the message; and a user input element for receiving user input specifying a quantity of an atten tion economy currency to spend for each recipient of the message.
21. A user interface for receiving a message with an attention economy cur 5 rency, comprising: a list view for listing a plurality of messages including an attention economy currency amount for each of at least a subset of the messages; a user input element for receiving user selection of a message in the list view; and 10 a message viewing area for viewing the selected message.
22. A system for sending a message with an attention economy currency, com prising: a first client for receiving sender input for a message, including message con tent, at least one message recipient, and a quantity of an attention 15 economy currency to spend for at least one recipient; a server for routing the message; a bookkeeper, communicatively coupled to the server, for deducting the speci fied quantity of the attention economy currency from an attention economy currency account associated with the sender; and 20 a second client, for receiving the message from the server and for displaying the message and an indication of the specified quantity of the attention economy currency.
23. The system of claim 22, wherein: responsive to receiving an indication that the message has been received by the 25 recipient, the bookkeeper credits the specified quantity to an attention economy currency account associated with the recipient.
24. The system of claim 22, wherein: 63 WO 2006/081387 PCT/US2006/002870 responsive to receiving an indication that the message has been read by the re cipient, the bookkeeper credits the specified quantity to an attention economy currency account associated with the recipient.
25. The system of claim 22, wherein: 5 responsive to receiving an indication that the message has been opened by the recipient, the bookkeeper credits the specified quantity to an attention economy currency account associated with the recipient.
26. The system of claim 22, wherein: responsive to receiving an indication that the message has been received by the 10 recipient, the bookkeeper credits a first portion of the specified quan tity to an attention economy currency account associated with the re cipient; and responsive to receiving an indication that the message has been read by the re cipient, the bookkeeper credits a second portion of the specified quan 15 tity to an attention economy currency account associated with the re cipient.
27. The system of claim 22, wherein: responsive to receiving an indication that the message has been received by the recipient, the bookkeeper credits a first portion of the specified quan 20 tity to an attention economy currency account associated with the re cipient; and responsive to receiving an indication that the message has been opened by the recipient, the bookkeeper credits a second portion of the specified quantity to an attention economy currency account associated with 25 the recipient.
28. The system of claim 22, further comprising a central repository of the atten tion economy currency, and wherein: 64 WO 2006/081387 PCT/US2006/002870 responsive to receiving an indication that the message has been received by the recipient, the bookkeeper credits the specified quantity to the central repository.
29. The system of claim 22, wherein: 5 responsive to an instruction received from the recipient of the message, the bookkeeper returns a portion of the deducted attention economy cur rency to the account associated with the sender.
30. The system of claim 22, wherein: the message comprises an e-mail message; 10 the first client comprises an e-mail client; the second client comprises an e-mail client; and the server comprises an e-mail server.
31. The system of claim 22, wherein the message comprises an instant message.
32. The system of claim 22, wherein the message comprises at least one selected 15 from the group consisting of: an SMS message; a telephone message; a Voice Over Internet Protocol message; a fax message; 20 a web-based mail message; a message board message; a forum message; an Internet Relay Chat message; a website-enabled instant chat message; 25 a direct mobile device to mobile device message; a direct machine-to-machine message; a paper correspondence message; 65 WO 2006/081387 PCT/US2006/002870 a platform or browser enabled message; a face-to-face correspondence; an interaction within a virtual environment; and an interaction within an electronic game, board game, or live action game. 5
33. The system of claim 22, wherein the server sends a message to the book keeper indicating the quantity of the attention economy currency to be deducted from the attention economy currency account associated with the sender.
34. The system of claim 33, wherein the bookkeeper comprises an automated software process. 10
35. The system of claim 22, wherein the message is addressed to a group of re cipients, and wherein: the bookkeeper deducts the specified quantity comprises deducting the speci fied quantity for each recipient in the group.
36. The system of claim 22, wherein the attention economy currency is usable for 15 purchasing at least one of resources, items, benefits and perquisites.
37. A computer program product for sending a message with an attention economy currency, comprising: a computer-readable medium; and computer program code, encoded on the medium, for: 20 receiving an indication from a sender of a message specifying a quantity of an attention economy currency to spend; deducting the specified quantity of the attention economy currency from an attention economy currency account associated with the sender; 25 transmitting the message to a recipient specified by the sender; and 66 WO 2006/081387 PCT/US2006/002870 indicating to the recipient the specified quantity of the attention economy currency.
38. The computer program product of claim 37, further comprising computer program code for: 5 responsive to receiving an indication that the message has been received by the recipient, crediting the specified quantity to an attention economy currency account associated with the recipient.
39. The computer program product of claim 37, further comprising computer program code for: 10 responsive to receiving an indication that the message has been read by the re cipient, crediting the specified quantity to an attention economy cur rency account associated with the recipient.
40. The computer program product of claim 37, further comprising computer program code for: 15 responsive to receiving an indication that the message has been opened by the recipient, crediting the specified quantity to an attention economy currency account associated with the recipient.
41. The computer program product of claim 37, further comprising computer program code for: 20 responsive to receiving an indication that the message has been received by the recipient, crediting a first portion of the specified quantity to an atten tion economy currency account associated with the recipient; and responsive to receiving an indication that the message has been read by the re cipient, crediting a second portion of the specified quantity to an at 25 tention economy currency account associated with the recipient. 67 WO 2006/081387 PCT/US2006/002870
42. The computer program product of claim 37, further comprising computer program code for: responsive to receiving an indication that the message has been received by the recipient, crediting a first portion of the specified quantity to an atten 5 tion economy currency account associated with the recipient; and responsive to receiving an indication that the message has been opened by the recipient, crediting a second portion of the specified quantity to an at tention economy currency account associated with the recipient.
43. The computer program product of claim 37, further comprising computer 10 program code for: responsive to receiving an indication that the message has been received by the recipient, crediting the specified quantity to a central repository of the attention economy currency.
44. The computer program product of claim 37, further comprising computer 15 program code for: responsive to an instruction received from the recipient of the message, return ing a portion of the deducted attention economy currency to the ac count associated with the sender.
45. The computer program product of claim 37, wherein the message comprises 20 an e-mail message.
46. The computer program product of claim 45, wherein the sender specifies the quantity of the attention economy currency to spend by providing input to an e-mail client application.
47. The computer program product of claim 37, wherein the message comprises 25 an instant message. 68 WO 2006/081387 PCT/US2006/002870
48. The computer program product of claim 37, wherein the message comprises at least one selected from the group consisting of: an SMS message; a telephone message; 5 a Voice Over Internet Protocol message; a fax message; a web-based mail message; a message board message; a forum message; 10 an Internet Relay Chat message; a website-enabled instant chat message; a direct mobile device to mobile device message; a direct machine-to-machine message; a paper correspondence message; 15 a platform or browser enabled message; a face-to-face correspondence; an interaction within a virtual environment; and an interaction within an electronic game, board game, or live action game.
49. The computer program product of claim 37, wherein the message is ad 20 dressed to at least two recipients, and wherein: the computer program code for receiving the indication from the sender com prises computer program code for receiving an indication from a sender specifying a quantity of an attention economy currency to spend for each recipient; and 25 the computer program code for transmitting the message comprises computer program code for transmitting the message to each recipient.
50. The computer program product of claim 49, wherein the specified quantity of the attention economy currency for a first recipient is different from the specified quantity of the attention economy currency for a second recipient. 69 WO 2006/081387 PCT/US2006/002870
51. The computer program product of claim 37, further comprising computer program code for sending a message to a bookkeeper; and wherein deducting the specified quantity is performed by the bookkeeper.
52. The computer program product of claim 51, wherein the bookkeeper com 5 prises an automated software process.
53. The computer program product of claim 37, wherein the message is ad dressed to a group of recipients, and wherein: the computer program code for deducting the specified quantity comprises computer program code for deducting the specified quantity for each 10 recipient in the group.
54. The computer program product of claim 37, wherein the attention economy currency is usable for purchasing at least one of resources, items, benefits and perqui sites. 70
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US64716105P 2005-01-25 2005-01-25
US60/647,161 2005-01-25
US70572605P 2005-08-03 2005-08-03
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US75243805P 2005-12-20 2005-12-20
US60/752,438 2005-12-20
US11/339,814 2006-01-24
US11/339,814 US7240826B2 (en) 2005-01-25 2006-01-24 Attention economy for attention to messages, tasks and resources
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